parents: 玩法原型

children: Convergent Goals vs. Divergent Goals, Multiple Paths Race

aliases: Race Archetype


赛跑原型

  • 定义:赛跑是一种以“更早达成一个或多个预设目标”为胜利条件的 PVP 范式。
  • 例子:赛车游戏,麻将,斗地主,自走棋的发育阶段。
  • 赛跑范式的核心是“第一个达成目标 X”,而非具体的表现形式。这个“目标”可以是:
    • 终点线: Mario Kart
    • 资源阈值: 谁先攒到 10 个金币 (桌游)
    • 摧毁对手基地: StarCraft
    • 耗尽对手生命值: Hearthstone (某种意义上,血量就是倒计时的赛道)
  • 默认路径: 玩家的首要任务是推进自身的游戏进度,而非阻碍他人。
  • 获胜的核心: 获胜的关键在于以更高的效率(时间、资源、动作)达成目标。
  • 互动:根据游戏规则允许的干扰程度,赛跑游戏可以从“和平的优化竞赛”延伸到“残酷的破坏性竞争”。

欲了解关于此主题的完整知识结构和深度分析,请见赛跑原型研究

Race Archetype

The Race Archetype is a Game Archetype where the Victory Condition is to be the first to achieve a predefined goal.

It is considered one of the PvP 玩法的三种原型.

Define

  • Core Principle: The essence is “first to Goal X,” not the specific form of the race. The primary focus is on advancing one’s own progress.
  • Path to Victory: Winning is about achieving the goal with greater Efficiency (e.g., in time, resources, or actions).
  • Spectrum of Interaction: Race games exist on a spectrum, from peaceful optimization contests to destructive competitions, depending on the allowed level of Player Interaction.

The Goal

The “goal” in a race can take many forms:

  • Crossing a Finish Line: As in racing games like Mario Kart.
  • Reaching a Resource Threshold: For example, being the first to gain 10 gold in a board game.
  • Destroying an Enemy Base: Like in StarCraft.
  • Depleting Enemy Health: As in Hearthstone, where health acts as a countdown track.

Design Dimensions

Design Patterns

Examples